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Topics - Ruisuki

#1
Mods / how to report error log?
December 19, 2023, 02:18:28 AM
I tried doing it via the devmode menu ingame but whenever i upload the folder it just gives me an error. anyone know another way or ideally how to fix this one?
#2
Mod bugs / Cant rescue
October 23, 2022, 09:31:18 PM
Anyone get this bug where clicking rescue doesnt do anything. It doesnt let you actually click it. Using rimpy with this modlist

errorlog/bug: https://gist.github.com/f1e4e865f29e0d526cc79333849798c6
Exception filling window for Verse.FloatMenu: System.InvalidCastException: Specified cast is not valid.
  at RimWorld.RestUtility+<>c__DisplayClass13_1.<FindBedFor>b__0 (Verse.Thing b) [0x00000] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at Verse.GenClosest+<>c__DisplayClass2_0.<ClosestThingReachable>b__0 (Verse.Thing t) [0x00034] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at Verse.GenClosest.<ClosestThing_Global>g__Process|5_0 (Verse.Thing t, Verse.GenClosest+<>c__DisplayClass5_0& ) [0x00047] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3 center, System.Collections.IEnumerable searchSet, System.Single maxDistance, System.Predicate`1[T] validator, System.Func`2[T,TResult] priorityGetter) [0x0005d] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3 root, Verse.Map map, Verse.ThingRequest thingReq, Verse.AI.PathEndMode peMode, Verse.TraverseParms traverseParams, System.Single maxDistance, System.Predicate`1[T] validator, System.Collections.Generic.IEnumerable`1[T] customGlobalSearchSet, System.Int32 searchRegionsMin, System.Int32 searchRegionsMax, System.Boolean forceAllowGlobalSearch, Verse.RegionType traversableRegionTypes, System.Boolean ignoreEntirelyForbiddenRegions) [0x0014c] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at RimWorld.RestUtility.FindBedFor (Verse.Pawn sleeper, Verse.Pawn traveler, System.Boolean checkSocialProperness, System.Boolean ignoreOtherReservations, System.Nullable`1[T] guestStatus) [0x00220] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at RimWorld.FloatMenuMakerMap+<>c__DisplayClass10_7.<AddHumanlikeOrders>b__8 () [0x00043] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at AchtungMod.MultiAction.<GetAction>b__8_0 () [0x0002d] in <5f75d744069147ddab38d5f6457534cb>:0
  at AchtungMod.MultiActions+<>c.<GetOption>b__16_21 (AchtungMod.MultiAction multiAction) [0x00006] in <5f75d744069147ddab38d5f6457534cb>:0
  at AchtungMod.Tools.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <5f75d744069147ddab38d5f6457534cb>:0
  at AchtungMod.MultiActions+<>c__DisplayClass16_0.<GetOption>b__14 () [0x00000] in <5f75d744069147ddab38d5f6457534cb>:0
  at Verse.FloatMenuOption.Chosen (System.Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x00030] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at Verse.FloatMenuOption.DoGUI (UnityEngine.Rect rect, System.Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x00535] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at Verse.FloatMenu.DoWindowContents (UnityEngine.Rect rect) [0x000fb] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <2ac9ff1464ea49a284d37555c9c1f6ec>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
#3
Mod bugs / Caravan doesnt move on the world map
April 18, 2022, 12:19:06 PM
1a) After a certain point I became no longer able to travel with a caravan. Any caravans built, with any combination of my 9 colonists linger outside in the adjacent tile to my settlement. While I can use devmode to travel this is not ideal. If I have all of my colonists leave the colony (even if done in groups or one at a time) I get a gray screen and cant even load afterward so I must reboot. https://cdn.discordapp.com/attachments/319678499118120960/965571951601000458/unknown.png

1b) Additionally, the music no longer plays. When i first noticed it I didnt think it a big deal but I did load an earlier save and noticed this wasnt affected. Unfortunately I kept going with the affected file. That said idk if it would have eventually ended up like this anyway.

1c) Lastly the map itself is a problem. I noticed enemies and hostile wildlife sometimes disappeared when fighting me. I recently found out they were still in my map when my colonists drew their weapon and shot at seemingly nothing. I used dev mode to kill by clicking in the general direction. Once dead, their bodies appeared. That said there are still a couple areas near and inside the edge of the colony map where my colonists cant move towards even when drafted. If I somehow do manage to pathfind to these areas they themselves disappear, and I cannot get them back out of whatever they are stuck in.

2) I expected to be able to travel with caravans and not have the map cause these weird hiccups. There seems to be instances where old hostiles are trying to reach me and cause a constant ticking based on what I can decipher from the logs. That and unable to draw an object, im guessing the raiders themselves.

3) Partial Solution - I did figure out that by abandoning the map I am able to get the game back to normal. Not only does the music immediately come back on, but all of my caravans suddenly are able to move. Unfortunately this means leaving behind all colony progress and no confirmation whether this issue will just travel with me to another base eventually

I have since tried a few things. veryifying games integrity on steam, cleared my config files, resorted all mods once manually and now through rimpy manager, downloaded all your base, and have prayed to the rimgods. Ive attached my modlist, save and config files below
https://drive.google.com/file/d/1sJMQmE6k7BAmXsbr3sviSZ78BwVjmS46/view?usp=sharing
https://drive.google.com/file/d/1IhQQGXvFLdcXRnNOvVnkiorlEdMz3-oy/view?usp=sharing
https://gist.github.com/5b72ddefa330b8d0053edf20f0857a71
#4
Mods / Caravan doesnt move on the world map
April 16, 2022, 12:56:07 AM
Anyone else have this issue and know of a fix? My people are starving so Im forced to use dev mode and teleport each time. Not ideal. Heres a log, I just dont understand how to read whats going on at all
https://gist.github.com/2a20d5c3dd42303e49cb38814371b8ca
#5
Mods / Mod that added natural chunk walls
May 15, 2020, 05:47:22 PM
Anyone know the name of the mod that allowed you to use chunks to build cave walls?
#6
Mods / medical tending bug
May 05, 2020, 06:33:16 PM
so whenever i tend someone it doesnt show the bandage and it keeps trying to tend over and over again, regardless of effectiveness. I took 20 medicines with me while on caravan and seeing as i no longer have any, im assuming it wasted them all trying to tend the colonist with a flu while we were traveling. What mod could affect this? I thought common sense might be the one but its still happening. I dont have field tending, other than maybe the rimkit mod?
#7
Mods / Closest Mod to Facial stuff?
May 03, 2020, 06:21:12 AM
Ive tried so many times to get this mod working but no dice. Supposedly its having trouble with PC, or The alien framework, i dont even know anymore. Ive pretty much given up. Is there anything else that comes close to what FS does? Even the hairstyle image preview feature was part of it, it seems.
#8
Mods / Weapon Threat [Mod Idea]
October 01, 2019, 02:33:16 AM
I have a suggestion for adding another category for weapons to better differentiate them and incentivize lower tier weapon use. Hopefully it'll minimize end game weapons outclassing everything else and give mid tier weaponry a slight consideration: Each weapon generates threat so that enemies prioritize higher threat colonists over others based on the weapon they have equipped. So an assault rifle would be more of a danger to enemies than an autopistol
#9
Mods / Mod that stops automatic defeat
September 16, 2019, 10:59:58 PM
Is there a mod that stops the death of all pawns when everyone is downed mid travel? With the Advent of multiple colonies and the caravan system it doesn't make sense to me to have a downed colonist equal an automatic death. If they got half a day before bleeding out or if they just collapsed due to conscious loss not necessarily death. My people could be nearby or better yet fly in via drop pod. Anyone know if it's possible to stop this
#10
General Discussion / Unable to install prosthetic leg
September 09, 2019, 06:19:25 PM
I don't see the option under operations. The person in question had her leg destroyed, I installed a peg leg didn't see the option to install prosthetic so uninstalled it and Still not there. What am I missing

I haven't researched the tech to craft the prosthetic if that makes the difference???
#11
Mods / Legacy Colonists
April 23, 2019, 11:24:15 PM
Does a mod already exist where colonists created using the prepare carefully mod can have a chance to spawn as a member of another faction, or travelers so you can recruit them to your faction, as opposed to having to start as them if you want them in your game.
#12
Mods / Mod for secondary colonies (performance)
November 11, 2018, 10:42:26 PM
Does anyone know the mod I am referring to? Its main feature was to be able to have secondary colonies 'disappear' to reduce performance lag, and the ability to load it back into your game at will when you needed it. I dont remember if it had achieved time passage as a feature or whether it was a goal long term. Otherwise colonists age and relationships would remain in stasis. Im looking to use it as i move closer to updating my b19 save into a 1.0 file.
#13
Mods / Floor mod faster walking speed?
October 09, 2018, 10:53:44 PM
Does anyone remember what i am referring to? I used to have a mod that added high tech looking flooring which gave you improved walking speed. as of b18 though i had seen comments saying it crashed the game and wouldnt allow it to load thereafter. I wanna say the modders name was flykir or something to that effect? I used to use these to create 'elevators' inside my mountain base :)
#14
Mods / [Mod Request] Exercise/Rehabilitation
March 31, 2018, 06:04:18 PM
Requesting an exercise mod that adds a needs like bar similar to dubs hygiene called 'conditioning'

1. Build slight (very slight) bonuses to move speed and other physical attributes such as deflection, dodge, block, and most importantly carry weight.

2. Instead of adding a ton of negative moods it could primarily lower your attributes if you are dangerously out of shape. Though maybe sore and arenaline esque moods might be nice too.

3. Tie exercise "need" to my colonist rehabilitation mod idea. Colonists who get  new limbs have to have their proficiency with it climb gradually over multiple days instead of from 0 to 100 (real quick). With canes wheelchairs and walkers used until fully rehabilitated.

4. Add exercising equipment, like dumbbells, treadmills, benches to speed up the rehab process as well as build the exercise need fits well i think.

5. Add room with equipment in it as a new room role similar to dining rec and bedrooms. So 'extremely impressive training facility'  would apply
#15
Mod bugs / Growing Skill not leveling
February 25, 2018, 11:46:09 AM
There doesnt seem to be an exp gain after harvest/chopping or even sowing crops. Anyone have any idea why this could be? Only thing I could think of being madskills but it never has affected this before. I also downloaded the mod that gives stonecutters exp again(after vanilla took it away for whatever reason, the gain was already miniscule) it is called skilled stonecutting
#16
Mods / [Mod Request] Intelligence Use Post Research
February 19, 2018, 05:23:08 PM
Would it be possible to give another use for the intelligence stat? After you finish research there isn't a use for it anymore. Maybe allow top researchers to make 'notes' that other colonists can study via this new means of training? I envision it being a direct means of gaining exp without a workbench/waste of resources by low level, but it could also function as a simple temporary exp gain boost for the associated stat. Could also have the researcher who created the notes having a stat requirement.

I wanna start a school!
#17
Mod bugs / Cant trade with specific settlement (b18)
February 14, 2018, 03:46:39 PM
Cant trade with settlement (using caravan)
I went to a faction base who is friendly with me(outlanders) and see the option to trade but clicking it does nothing. Why is this? I ended up unloading and retrying the same place again, even warping instantly with dev mode and was not able to trade with them. I did the same with a separate outlander faction in the same save and this time trading worked. Im still not able to do so with the settlement I had just tried, does anyone know if this is a bug and if so how to fix??

I doubt its a mod because it had been some time since I last activated one. I had already traded with this faction/settlement with the same mod setup when I did so as well. Its only now become a problem with this specific settlement. Just tried going to another settlement of the same faction and it worked fine
#18
Last i heard it became construction instead of crafting?
#19
Mod bugs / [A16]Colonist Bar Gone
April 13, 2017, 05:59:31 AM
So my colonist bar is gone. Pressing the button at the button to make it show does nothing, changing resolution does nothing. Loading or resetting brings up the game without the colonist bar still. Its happened to me before and I had to load a much earlier game to fix. It didnt happen again until now, weeks later. Any idea for a fix?

Edit: I just added a mod named: colonist bar by killface(https://steamcommunity.com/sharedfiles/filedetails/?id=729908976&searchtext=Colonist+bar) AFTER this trouble started and i wasnt able to access anything in game for a long time, as if the log was loading too many exceptions to let me open menus, even though it made the noise when you open menus.

Heres what the log says:

Output log:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[HugsLib] v2.4.3 initialized Psychology, HandMeThatBrick
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
ANON2CouchLeft_Blueprint 17920
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Mad Skills: detour succesful.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Hospitality injected.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
RW_FacialStuff injected.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
MusicMemoryFix injected.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Injector_StorageSearch : Injected
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
StorageSearch injected.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Unloading 5 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 4.934590 ms
Unloading 21 unused Assets to reduce memory usage. Loaded Objects now: 11553. Total: 54.430271 ms (FindLiveObjects: 0.970372 ms CreateObjectMapping: 1.137394 ms MarkObjects: 52.269573 ms DeleteObjects: 0.051753 ms)
Loading game from file Autosave-3 with mods Core, HugsLib, Mad Skills - Tiered, Hospitality, Set-Up Camp, Camping Stuff, Facial Stuff 0.16.1.0, EdB Prepare Carefully, Psychology, A World Without Hat, FashionRIMsta, Fences And Floors, RimFridge, Crafting Hysteresis, Crate, Medical Tab, Animal Tab, P-Music, Area Unlocker, Stack Merger, Area Rugs v1.04, GouRIMet 1.0, Hand Me That Brick, [T] MoreFloors, [T] RawCropThoughts, [T] ExpandedCrops, Quality Fix, Trading Spot, Dubs Rimkit(Medkit), Dubs Skylight, ExtendedFabrics, Moody, Storage Search A16, Patch - Storage Search + AllowFresh, Relations Tab, MiningCo. Alert speaker, MiningCo. MiningHelmet, MiningCo. MMS, FishIndustry, Misc. Training, Better Equipment Racks, More Furniture, Modular Tables, Rimsenal - Rimhair, Glass+Lights, Path Avoid, and RBSE Hardcore Edition
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
MoodyMapComponent Instance Initialization
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
MoodyMapComponent Instance Initialization
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Exception getting object with load id ThingApparel_CowboyHat2622247 of type Verse.Pawn. What we loaded was Apparel_CowboyHat2622247. Exception: System.InvalidCastException: Cannot cast from source type to destination type. at (wrapper managed-to-native) object:_icall_wrapper_mono_object_castclass (object,intptr) at Verse.LoadedObjectDirectory.ObjectWithLoadID[Pawn] (System.String loadID) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Exception getting object with load id ThingApparel_Pants3974820 of type Verse.Pawn. What we loaded was Apparel_Pants3974820. Exception: System.InvalidCastException: Cannot cast from source type to destination type. at (wrapper managed-to-native) object:_icall_wrapper_mono_object_castclass (object,intptr) at Verse.LoadedObjectDirectory.ObjectWithLoadID[Pawn] (System.String loadID) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Exception getting object with load id ThingApparel_BasicShirt1752638 of type Verse.Pawn. What we loaded was Apparel_BasicShirt1752638. Exception: System.InvalidCastException: Cannot cast from source type to destination type. at (wrapper managed-to-native) object:_icall_wrapper_mono_object_castclass (object,intptr) at Verse.LoadedObjectDirectory.ObjectWithLoadID[Pawn] (System.String loadID) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Exception getting object with load id ThingApparel_FSOveralls4068064 of type Verse.Pawn. What we loaded was Apparel_FSOveralls4068064. Exception: System.InvalidCastException: Cannot cast from source type to destination type. at (wrapper managed-to-native) object:_icall_wrapper_mono_object_castclass (object,intptr) at Verse.LoadedObjectDirectory.ObjectWithLoadID[Pawn] (System.String loadID) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Exception getting object with load id ThingApparel_Duster1011747 of type Verse.Pawn. What we loaded was Apparel_Duster1011747. Exception: System.InvalidCastException: Cannot cast from source type to destination type. at (wrapper managed-to-native) object:_icall_wrapper_mono_object_castclass (object,intptr) at Verse.LoadedObjectDirectory.ObjectWithLoadID[Pawn] (System.String loadID) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Keys count does not match the values count while loading a dictionary (maybe keys and values were resolved during different passes?). Some elements will be skipped. keys=5, values=0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Exception getting object with load id ThingWildBoar4697849 of type RimWorld.Apparel. What we loaded was WildBoar4697849. Exception: System.InvalidCastException: Cannot cast from source type to destination type. at (wrapper managed-to-native) object:_icall_wrapper_mono_object_castclass (object,intptr) at Verse.LoadedObjectDirectory.ObjectWithLoadID[Apparel] (System.String loadID) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Keys count does not match the values count while loading a dictionary (maybe keys and values were resolved during different passes?). Some elements will be skipped. keys=1, values=0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
LoadIDsWantedBank: Could not get next list because there is none.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
ThingContainer contained null.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
ThingContainer contained null.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
ThingContainer contained null.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Human_Corpse4606565 spawned in bugged state.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Human_Corpse4606533 spawned in bugged state.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Human_Corpse2478735 spawned in bugged state.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Alphabeaver_Corpse4714203 spawned in bugged state.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Alphabeaver_Corpse4714454 spawned in bugged state.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Alphabeaver_Corpse4714579 spawned in bugged state.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Human_Corpse4698402 spawned in bugged state.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Rat_Corpse4759901 spawned in bugged state.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Human_Corpse4762772 spawned in bugged state.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 26347. Total: 1203.987183 ms (FindLiveObjects: 2.467295 ms CreateObjectMapping: 3.213012 ms MarkObjects: 1198.208984 ms DeleteObjects: 0.097233 ms)
HandleD3DDeviceLost HandleD3DDeviceLost: needs reset, doing it FullResetD3DDevice ResetD3DDevice dev->Reset D3Dwindow device not lost anymore HandleD3DDeviceLost HandleD3DDeviceLost: needs reset, doing it FullResetD3DDevice ResetD3DDevice dev->Reset D3Dwindow device not lost anymore HandleD3DDeviceLost HandleD3DDeviceLost: needs reset, doing it FullResetD3DDevice ResetD3DDevice dev->Reset D3Dwindow device not lost anymore HandleD3DDeviceLost HandleD3DDeviceLost: needs reset, doing it FullResetD3DDevice ResetD3DDevice dev->Reset D3Dwindow device not lost anymore Setting up 1 worker threads for Enlighten. Thread -> id: 2040 -> priority: 1


Moderator's edit (Calahan) - Placed log file inside a code box for forum neatness.
#20
Mods / Faction Mods
April 11, 2017, 06:49:19 AM
Can anyone suggest me good quality faction mods that fit the following criteria:

1. Add Humanoids: I am not a fan of xenos generally, but if its something original that isn't high fantasy(if it must be, more in the Scifi variety) Im open to it. But much prefer humanoids if possible.

2. Add no weaponry: I am already gonna add Rimfire and Rimsenal, thats upward of 100 weapons just by themselves and I dont want to litter my game with too many. Specially if the balance is off and one makes the other obsolete. If a mod does add weapons I would prefer their impact to be minimal. Sure would be nice if mods allowed you to toggle them on or off.

3. Are hospitable: I am looking for factions I can trade with, primarily. So adding pirate like factions while fun, for my purposes it won't do much good given my underpopulated world.

I got screwed with a game that gave me only 2 tribal factions and 1 outlander. Tribes have poor inventories, and if I piss the outlander or wanna war with them I cant access the good stuff, specially high quality tvs which would be disabled for me since they can only be purchased. I need more factions. Please send me any suggestions you have.